Speaking with
Eurogamer, Irrational's Ken Levine has revealed that BioShock Infinite will be one heavily dialogued piece of gaming, and that in terms of voice scripting and acting, in just "one level of BioShock Infinite writing and the amount of character interaction we have is probably three or four times as much writing as in all of BioShock 1".
"When I first came up with these characters Booker and Elizabeth talking to each other and interacting with their world, I didn't consider how much writing that was going to be," he told the site. "I'm doing the vast bulk of it and it really is... it can get overwhelming. But on the other hand it's a world that I absolutely love to write. Mostly because it's a new challenge. Thinking how these scenes are going to play out, how we keep them interactive and how you communicate the ideas."
He also touched on his favourite topic of in-game narrative versus cut-scenes, but maintained his stance, revealing that it all began for him on the game that really put him and Irrational on the map.
"It would be so much easier just to write tonnes of cut scenes - I could tell the story much more easily" he said. "But my gut feeling, which probably comes from being forever changed by playing System Shock 1, is to keep the experience going."
BioShock Infinite is scheduled to release worldwide on October 19 on PC, PS3 and Xbox 360. A host of new videos for the impressive-looking game have also recently been released, all of which you can find on our
BioShock Infinite game page.
Posted 12:14pm 20/3/12
Posted 12:43pm 20/3/12
Although sandbox games are all the rage, IMO they never have the same payoff as a well scripted linear set peice and the way GTA IV handled it, by excessive cutscenes, was a big turn off for me. (though there is not really any other way to do it in 3rd person games)
anyway, its all about execution so none of this really means anything unless its handled well.
Posted 01:37pm 20/3/12
Posted 03:58pm 20/3/12
Its good that they are sticking to the surrealist story narrative that the series has so far delivered.
Posted 05:33pm 20/3/12
Designers just need to find a balance. On-the-fly narrative is my favourite kind though. I always loved scanning for information in the Metroid Prime series. No voices, but that added to that game's solitude.
Posted 10:22pm 20/3/12